Cockpits and Air files design

sixstrings5859

Charter Member
Very interested in making cockpits and air files for CFS3 aircraft as there seems to be a shortage of skills. Can anyone steer me in the right way by a link or reply here ? Have GMax and my OS is Win7 64 bit.
 
relating to the cockpits there was a same question a few days back, here ;)

the airplane flight dynamics is basicaly a text editable work of .cfg and *.air files, but it can be a true pain.

the simplest thing, relatively, of all the airplane add-on work, is a skin painting and fx effects creation ;)
 
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Hi Scott, Did you have any particular aircraft in mind to start off with? If it's a US prop aircraft the SDK Gmax P47 cockpit may give you a starting point in terms of gauges and controls.

If you simply begin by studying this model it shows how the hierarchy fits together and how the various parts have to be named.

As for air files, I don't have a clue!
 
Very interested in making cockpits and air files for CFS3 aircraft as there seems to be a shortage of skills. Can anyone steer me in the right way by a link or reply here ? Have GMax and my OS is Win7 64 bit.

Modeling cockpits will require the development tool and knowledge of the CFS3 SDK.
You can start here: http://www.sim-outhouse.com/sohforu...16-Combat-Flight-Simulator-3-Patches-and-SDKs

Hairyspin and others can offer advice in getting that started.

Developing flight models (cfg and air files) can be a challenge as well.
Would recommend a GUI approach to get started.
Consider Jerry Beckwith's AirWrench. You can read more about that and other tools here:
http://www.mudpond.org/

If you get into testing flight models, there are plenty to tools to help interpret flight test results and tweak the raw numbers as well.

http://www.aero.sors.fr/index.html
 
Hmmmm

Modeling cockpits - well why this, why not the entire plane? There are numerous models out there that have not been modeled so pick one ( I suggest a single engine- since they are the easiest to do) and move forward.


Air files, well they are really a chore to do correctly. I was taught by one of the best (if not the best Greg Pierson) many years ago and it is so much more than just using aired or the mudpound app. Once you get the basic tables correct that is just where the fun starts editing the individual tables to get the plane to behave as it should takes time and understanding of how the tables and other parameters work (not alone getting real performance data) to get that 1% airfile.

Using the gamepacks from CFS3 is the best way to start, although we have come a long way since then.

Ah the joy!:banghead:
 
It's something i really want to do because it is challenging and it could help with some of the new models being done or will be done in the future . Not as glamorous as modeling but much needed.
 
There is nothing unglamorous about VC building, when the results are seen. It's just as much work as aircraft building, though.
 
well, you can build up a whole plane in a day or two and put it in game, Scott, but usually a proper cockpit modeling takes much more time :)

to make all the VC stuff properly you should make the parts much more detailed comparing to the external mode, because of a close cam view there and also needs to animate all the levers and dial needles (still the stock CFS3 2D gauge sets are available at the SDK).

VC and flight dynamics? hmm, you just chosen the hardest parts of the aircraft add-on making, mate ;)

ok, as many times said, to study and test the CFS3 SDK content is the first way which you should go... ;)
 
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